Category: Video games

  • Behind the Scenes of Game Audio Testing with Rob Pearsall

    Audio in video games isn’t just about what you hear—it’s about how you feel. Rob Pearsall, an experienced sound designer and audio tester, provided a fascinating deep dive into the intricacies of audio testing for games. Drawing from his work on iconic franchises like Halo, he shared valuable lessons on what makes game audio tick and how to test it effectively.

    Rob Pearsall Game Audio Specialist.

    What Makes Game Audio Unique?

    Unlike films, where soundtracks sync directly with linear visuals, game audio is dynamic and interactive. It adapts to player actions and constantly shifts depending on the game environment. Rob emphasised this distinction, explaining how sound systems in games are programmed to respond to varying in-game conditions, creating a fully immersive auditory experience.

    For example:

    • Interactive Music: Games often use “stems” (individual tracks for different instruments) to allow for endless variations of a song. This ensures players rarely hear the same combination twice.
    • 3D Soundscapes: Audio in games must convey spatial awareness. A helicopter passing overhead or a distant explosion must sound authentic, adjusting in volume, pitch, and filtering based on the player’s position.

    Essential Skills for Audio Testing

    Testing audio in games requires more than just a good ear. Rob highlighted two key areas of expertise:

    1. Testing Proficiency: The fundamentals of identifying, documenting, and tracking issues are crucial.
    2. Audio Knowledge: A professional understanding of sound design is indispensable. From mastering tools like Wwise and FMOD to comprehending audio behaviours like occlusion and attenuation, testers must be equipped to evaluate the nuances of game audio.

    Challenges in Audio Testing

    Rob shared several challenges he encountered while working on Halo:

    • Volume and Memory Balancing: Managing the memory footprint of audio is critical. Overloading the system with sounds can lead to important effects—like gunfire—being cut off during gameplay.
    • Consistency Across Game Modes: Audio transitions and behaviours can differ between campaign and multiplayer modes, requiring thorough testing in all scenarios.
    • Environmental Sound Design: Ambient sounds and reverb must seamlessly match the environment. For instance, moving from a cave to an open field should feel natural to the player.

    One particularly intriguing example involved reverb mismatches on vehicles. In one scenario, players riding in a Halo Warthog experienced reversed indoor and outdoor reverb effects depending on their position in the vehicle—a fascinating bug that required careful debugging to resolve.

    Lessons from the Field

    Rob’s anecdotes revealed just how intricate audio testing can be:

    • Dynamic Sound Systems: Testing dialogue systems, which must adapt to various player interactions, requires a keen ear to ensure appropriate responses are triggered in the right contexts.
    • Material Systems: Every surface in a game world—be it grass, metal, or water—affects the sounds of footsteps, gunfire, and interactions. Testing involves ensuring these sounds match their environments accurately.
    • Loop Points: Ambient audio loops must blend seamlessly. A poorly looped sound can disrupt the immersion, drawing players out of the experience.

    Tips for Aspiring Audio Testers

    1. Build Relationships: Collaboration with designers and developers is crucial. Gaining their trust can improve feedback and streamline the debugging process.
    2. Leverage Tools: Use profiling tools in middleware systems like Wwise or FMOD to isolate and test specific sounds or scenarios.
    3. Study the Game: Understanding the lore and design principles of a game ensures consistency across sequels and expansions.

    Final Thoughts

    Rob concluded with a message of optimism: as game audio continues to evolve, so too will the tools and techniques used to create and test it. By fostering a partnership between creativity and technology, developers can craft unforgettable soundscapes that immerse players like never before.

    For Rob, the ultimate goal is simple: make games fun and immersive. And with experts like him pushing the boundaries of audio, the future of gaming sounds brighter than ever.

    Game Credits

    Rob Pearsall has an extensive portfolio in game audio, contributing to over 50 titles including The Lamplighters League, Falcon Age, Necropolis, Destiny: The Taken King, Destiny, Halo 4, Halo: Combat Evolved Anniversary, and The Lord of the Rings. His company, Rip Street Audio, has played a significant role in delivering audio direction, music, and sound design for these projects.

     

  • Mastering the Art of Game Audio Direction: Insights from the late Saki Kaskamanidis

    In the world of video games, audio still is often an unsung hero, subtly enriching our gaming experiences. Yet, it is a complex and intricate field that demands expertise, creativity, and innovation. Saki Kaskamanidis, the late Audio Director at United Front Games, provided compelling insights into the art of audio direction for interactive entertainment, drawing from his experience on the critically acclaimed game Sleeping Dogs.

    Saki Kaskamanidis (1971 - 2016)

    The Evolution of a Career in Game Audio

    Saki’s journey into game audio was as inspiring as it was unique. Starting as a composer for Electronic Arts’ Need for Speed series, his lack of technical knowledge didn’t hinder him—musical skills opened the door. Over 18 years, he grew to master sound design, implementation, post-production, dialogue direction, and even scriptwriting. This diverse background laid the foundation for his role as Audio Director at United Front Games.

    The Birth of Sleeping Dogs

    Originally codenamed Blue Lotus, Sleeping Dogs was a bold attempt to challenge the dominance of open-world giants like Grand Theft Auto. Set in contemporary Hong Kong, the game’s narrative focused on an undercover cop, delivering a darker, more serious tone compared to its competitors. Despite setbacks, including being dropped by its original publisher, Activision, the project found a second life under Square Enix and became a critical success.

    Audio: The Heartbeat of Interactive Storytelling

    Saki emphasised that sound was an integral part of storytelling. “Sound and story are one,” he explained, underscoring the importance of integrating audio into every phase of production. Unlike film, video game audio had to adapt dynamically to player interactions, making it a unique challenge.

    The Three Pillars of Game Audio

    Saki categorised game audio into three pillars: sound design, music, and dialogue. Each played a crucial role in crafting immersive experiences:

    1. Sound Design: From the visceral crunch of hand-to-hand combat to the roar of vehicle engines, sound design in Sleeping Dogs was meticulously planned. For instance, vehicle engine sounds were created using recordings of real cars, classified into 15 categories to streamline production.
    2. Music: The score for Sleeping Dogs blended traditional Chinese instruments with Western elements, reflecting the game’s cultural setting. The dynamic score adapted to gameplay scenarios, while diegetic music added realism, playing from radios, boomboxes, and more.
    3. Dialogue: Dialogue brought authenticity to Sleeping Dogs. Over 75,000 lines were recorded, with 45,000 making the final cut. To ensure cultural accuracy, ambient Cantonese dialogue was recorded on-site in Hong Kong, capturing the city’s vibrant soundscape.

    Innovative Tools and Techniques

    A key aspect of game audio was the use of middleware tools like Wwise and FMOD, which enabled dynamic soundscapes. For instance, the same explosion sound could vary in intensity and distance based on the player’s position. Such tools empowered designers to create immersive, context-sensitive audio experiences.

    Challenges and Triumphs

    Saki shared the challenges of creating convincing audio for vehicles, fighting, and gunplay. Early attempts at realistic fight sounds fell flat, leading to the creation of “hyped-up reality” effects inspired by films like The Bourne Ultimatum. Gun sounds required layered effects and innovative use of sound libraries to replicate the visceral punch of firearms.

    The Future of Game Audio

    Saki envisioned advancements in 3D audio, sound reflections, and occlusion. Technologies like binaural sound and improved computational power promised to elevate audio realism, enhancing player immersion. He believed these developments would bring unparalleled depth to gaming experiences, making them more lifelike than ever before.

    Conclusion

    Saki Kaskamanidis’ lecture illuminated the artistry and technical mastery behind game audio. From crafting dynamic soundscapes to recording authentic dialogue, his work on Sleeping Dogs exemplified how audio elevated storytelling and gameplay. For aspiring audio professionals, his journey was a testament to the power of passion, adaptability, and continuous learning.